I'm cringing thinking about all the things I need to fix/smooth over. I still need to figure out how to properly handle flipped normal maps in the BSP format.
@thendrix yeah it's way more complicated because of the way the BSP stores that information. I've had to dig through a lot of source ports to figure it out, because normal mapping in quake is weird.
Oh, you’re still using it for rendering? I thought everyone mostly used it just for physics by now. You could cook to mesh offline. OMG that was a bad time period for LDs.
@thendrix like part of the issue with the normal maps is I can bake the average incoming line tangent into a texture. So I can have baked speculator lighting in combination with dynamic speculator lighting. My shader is weird because I have shadowcasting baked lights in combination with dynamic lights with shadowmaps.